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node-metaverse/lib/tsm/quat.ts
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2017-11-24 01:00:56 +00:00

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TypeScript

/**
* @fileoverview TSM - A TypeScript vector and matrix math library
* @author Matthias Ferch
* @version 0.6
*/
/*
* Copyright (c) 2012 Matthias Ferch
*
* Project homepage: https://github.com/matthiasferch/tsm
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
///<reference path='./common.ts' />
import {mat4} from './mat4';
import {mat3} from './mat3';
import {vec3} from './vec3';
export class quat
{
static identity = new quat().setIdentity();
private values = new Float32Array(4);
static dot(q1: quat, q2: quat): number
{
return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
}
static sum(q1: quat, q2: quat, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
dest.x = q1.x + q2.x;
dest.y = q1.y + q2.y;
dest.z = q1.z + q2.z;
dest.w = q1.w + q2.w;
return dest;
}
static product(q1: quat, q2: quat, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
const q1x = q1.x,
q1y = q1.y,
q1z = q1.z,
q1w = q1.w,
q2x = q2.x,
q2y = q2.y,
q2z = q2.z,
q2w = q2.w;
dest.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y;
dest.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z;
dest.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x;
dest.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z;
return dest;
}
static cross(q1: quat, q2: quat, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
const q1x = q1.x,
q1y = q1.y,
q1z = q1.z,
q1w = q1.w,
q2x = q2.x,
q2y = q2.y,
q2z = q2.z,
q2w = q2.w;
dest.x = q1w * q2z + q1z * q2w + q1x * q2y - q1y * q2x;
dest.y = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z;
dest.z = q1w * q2x + q1x * q2w + q1y * q2z - q1z * q2y;
dest.w = q1w * q2y + q1y * q2w + q1z * q2x - q1x * q2z;
return dest;
}
static shortMix(q1: quat, q2: quat, time: number, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
if (time <= 0.0)
{
dest.xyzw = q1.xyzw;
return dest;
}
else if (time >= 1.0)
{
dest.xyzw = q2.xyzw;
return dest;
}
let cos = quat.dot(q1, q2);
const q2a = q2.copy();
if (cos < 0.0)
{
q2a.inverse();
cos = -cos;
}
let k0: number,
k1: number;
if (cos > 0.9999)
{
k0 = 1 - time;
k1 = time;
}
else
{
const sin: number = Math.sqrt(1 - cos * cos);
const angle: number = Math.atan2(sin, cos);
const oneOverSin: number = 1 / sin;
k0 = Math.sin((1 - time) * angle) * oneOverSin;
k1 = Math.sin((time) * angle) * oneOverSin;
}
dest.x = k0 * q1.x + k1 * q2a.x;
dest.y = k0 * q1.y + k1 * q2a.y;
dest.z = k0 * q1.z + k1 * q2a.z;
dest.w = k0 * q1.w + k1 * q2a.w;
return dest;
}
static mix(q1: quat, q2: quat, time: number, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
const cosHalfTheta = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
if (Math.abs(cosHalfTheta) >= 1.0)
{
dest.xyzw = q1.xyzw;
return dest;
}
const halfTheta = Math.acos(cosHalfTheta),
sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);
if (Math.abs(sinHalfTheta) < 0.001)
{
dest.x = q1.x * 0.5 + q2.x * 0.5;
dest.y = q1.y * 0.5 + q2.y * 0.5;
dest.z = q1.z * 0.5 + q2.z * 0.5;
dest.w = q1.w * 0.5 + q2.w * 0.5;
return dest;
}
const ratioA = Math.sin((1 - time) * halfTheta) / sinHalfTheta,
ratioB = Math.sin(time * halfTheta) / sinHalfTheta;
dest.x = q1.x * ratioA + q2.x * ratioB;
dest.y = q1.y * ratioA + q2.y * ratioB;
dest.z = q1.z * ratioA + q2.z * ratioB;
dest.w = q1.w * ratioA + q2.w * ratioB;
return dest;
}
static fromAxis(axis: vec3, angle: number, dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
angle *= 0.5;
const sin = Math.sin(angle);
dest.x = axis.x * sin;
dest.y = axis.y * sin;
dest.z = axis.z * sin;
dest.w = Math.cos(angle);
return dest;
}
get x(): number
{
return this.values[0];
}
get y(): number
{
return this.values[1];
}
get z(): number
{
return this.values[2];
}
get w(): number
{
return this.values[3];
}
get xy(): number[]
{
return [
this.values[0],
this.values[1]
];
}
get xyz(): number[]
{
return [
this.values[0],
this.values[1],
this.values[2]
];
}
get xyzw(): number[]
{
return [
this.values[0],
this.values[1],
this.values[2],
this.values[3]
];
}
set x(value: number)
{
this.values[0] = value;
}
set y(value: number)
{
this.values[1] = value;
}
set z(value: number)
{
this.values[2] = value;
}
set w(value: number)
{
this.values[3] = value;
}
set xy(values: number[])
{
this.values[0] = values[0];
this.values[1] = values[1];
}
set xyz(values: number[])
{
this.values[0] = values[0];
this.values[1] = values[1];
this.values[2] = values[2];
}
set xyzw(values: number[])
{
this.values[0] = values[0];
this.values[1] = values[1];
this.values[2] = values[2];
this.values[3] = values[3];
}
constructor(values: number[] | null = null)
{
if (values)
{
this.xyzw = values;
}
}
at(index: number): number
{
return this.values[index];
}
reset(): void
{
for (let i = 0; i < 4; i++)
{
this.values[i] = 0;
}
}
copy(dest: quat | null = null): quat
{
if (!dest)
{
dest = new quat();
}
for (let i = 0; i < 4; i++)
{
dest.values[i] = this.values[i];
}
return dest;
}
roll(): number
{
const x = this.x,
y = this.y,
z = this.z,
w = this.w;
return Math.atan2(2.0 * (x * y + w * z), w * w + x * x - y * y - z * z);
}
pitch(): number
{
const x = this.x,
y = this.y,
z = this.z,
w = this.w;
return Math.atan2(2.0 * (y * z + w * x), w * w - x * x - y * y + z * z);
}
yaw(): number
{
return Math.asin(2.0 * (this.x * this.z - this.w * this.y));
}
equals(vector: quat, threshold = EPSILON): boolean
{
for (let i = 0; i < 4; i++)
{
if (Math.abs(this.values[i] - vector.at(i)) > threshold)
{
return false;
}
}
return true;
}
setIdentity(): quat
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
return this;
}
calculateW(): quat
{
const x = this.x,
y = this.y,
z = this.z;
this.w = -(Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)));
return this;
}
inverse(): quat
{
const dot = quat.dot(this, this);
if (!dot)
{
this.xyzw = [0, 0, 0, 0];
return this;
}
const invDot = dot ? 1.0 / dot : 0;
this.x *= -invDot;
this.y *= -invDot;
this.z *= -invDot;
this.w *= invDot;
return this;
}
conjugate(): quat
{
this.values[0] *= -1;
this.values[1] *= -1;
this.values[2] *= -1;
return this;
}
length(): number
{
const x = this.x,
y = this.y,
z = this.z,
w = this.w;
return Math.sqrt(x * x + y * y + z * z + w * w);
}
normalize(dest: quat | null = null): quat
{
if (!dest)
{
dest = this;
}
const x = this.x,
y = this.y,
z = this.z,
w = this.w;
let length = Math.sqrt(x * x + y * y + z * z + w * w);
if (!length)
{
dest.x = 0;
dest.y = 0;
dest.z = 0;
dest.w = 0;
return dest;
}
length = 1 / length;
dest.x = x * length;
dest.y = y * length;
dest.z = z * length;
dest.w = w * length;
return dest;
}
add(other: quat): quat
{
for (let i = 0; i < 4; i++)
{
this.values[i] += other.at(i);
}
return this;
}
multiply(other: quat): quat
{
const q1x = this.values[0],
q1y = this.values[1],
q1z = this.values[2],
q1w = this.values[3];
const q2x = other.x,
q2y = other.y,
q2z = other.z,
q2w = other.w;
this.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y;
this.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z;
this.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x;
this.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z;
return this;
}
multiplyVec3(vector: vec3, dest: vec3 | null = null): vec3
{
if (!dest)
{
dest = new vec3();
}
const x = vector.x,
y = vector.y,
z = vector.z;
const qx = this.x,
qy = this.y,
qz = this.z,
qw = this.w;
const ix = qw * x + qy * z - qz * y,
iy = qw * y + qz * x - qx * z,
iz = qw * z + qx * y - qy * x,
iw = -qx * x - qy * y - qz * z;
dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return dest;
}
toMat3(dest: mat3 | null = null): mat3
{
if (!dest)
{
dest = new mat3();
}
const x = this.x,
y = this.y,
z = this.z,
w = this.w;
const x2 = x + x,
y2 = y + y,
z2 = z + z;
const xx = x * x2,
xy = x * y2,
xz = x * z2,
yy = y * y2,
yz = y * z2,
zz = z * z2,
wx = w * x2,
wy = w * y2,
wz = w * z2;
dest.init([
1 - (yy + zz),
xy + wz,
xz - wy,
xy - wz,
1 - (xx + zz),
yz + wx,
xz + wy,
yz - wx,
1 - (xx + yy)
]);
return dest;
}
toMat4(dest: mat4 | null = null): mat4
{
if (!dest)
{
dest = new mat4();
}
const x = this.x,
y = this.y,
z = this.z,
w = this.w,
x2 = x + x,
y2 = y + y,
z2 = z + z,
xx = x * x2,
xy = x * y2,
xz = x * z2,
yy = y * y2,
yz = y * z2,
zz = z * z2,
wx = w * x2,
wy = w * y2,
wz = w * z2;
dest.init([
1 - (yy + zz),
xy + wz,
xz - wy,
0,
xy - wz,
1 - (xx + zz),
yz + wx,
0,
xz + wy,
yz - wx,
1 - (xx + yy),
0,
0,
0,
0,
1
]);
return dest;
}
}